]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cheats.qc
Get rid of an useless trace and like 1000 instructions each frame and player.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cheats.qc
index 8377eb465a167d5ebb328b499ebd8fe620f60022..53c1853a7faeeb056123eab23d3f3ab13f5812ca 100644 (file)
@@ -48,7 +48,7 @@ float CheatsAllowed(float i, float argc, float fr) // the cheat gets passed as a
        // dead people cannot cheat
        if(self.deadflag != DEAD_NO)
                return 0;
-       if(self.classname != "player")
+       if(gamestart_sv_cheats < 2 && !IS_PLAYER(self))
                return 0;
        
        // sv_clones
@@ -126,7 +126,6 @@ float CheatImpulse(float i)
        switch(i)
        {
                entity e, e2;
-               vector org;
 
                case CHIMPULSE_SPEEDRUN_INIT: // deploy personal waypoint
                        // shared with regular waypoint init, so this is not a cheat by itself
@@ -145,7 +144,7 @@ float CheatImpulse(float i)
                        self.personal.ammo_fuel = self.ammo_fuel;
                        self.personal.health = self.health;
                        self.personal.armorvalue = self.armorvalue;
-                       WEPSET_COPY_EE(self.personal, self);
+                       self.personal.weapons = self.weapons;
                        self.personal.items = self.items;
                        self.personal.pauserotarmor_finished = self.pauserotarmor_finished;
                        self.personal.pauserothealth_finished = self.pauserothealth_finished;
@@ -202,7 +201,7 @@ float CheatImpulse(float i)
                                self.ammo_fuel = self.personal.ammo_fuel;
                                self.health = self.personal.health;
                                self.armorvalue = self.personal.armorvalue;
-                               WEPSET_COPY_EE(self, self.personal);
+                               self.weapons = self.personal.weapons;
                                self.items = self.personal.items;
                                self.pauserotarmor_finished = time + self.personal.pauserotarmor_finished - self.personal.teleport_time;
                                self.pauserothealth_finished = time + self.personal.pauserothealth_finished - self.personal.teleport_time;
@@ -237,7 +236,7 @@ float CheatImpulse(float i)
                                        break;
                                }
                        }
-                       if(MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, ((gamestart_sv_cheats >= 2) ? 100000 : 100), 1024, 256))
+                       if(MoveToRandomMapLocation(self, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, ((gamestart_sv_cheats < 2) ? 100 : 100000), 384, 384))
                        {
                                sprint(self, "Emergency teleport used random location\n");
                                self.angles_x = -self.angles_x;
@@ -250,32 +249,24 @@ float CheatImpulse(float i)
                        break;
                case CHIMPULSE_R00T:
                        IS_CHEAT(i, 0, 0);
+                       RandomSelection_Init();
                        FOR_EACH_PLAYER(e)
-                       {
-                               get_model_parameters(e.playermodel, e.skin);
-                               if(get_model_parameters_sex == "Female")
-                               {
-                                       makevectors(e.angles);
-                                       traceline(e.origin, e.origin + v_right * 256, MOVE_NORMAL, e);
-                               }
-                               else
-                               {
-                                       org_x = random();
-                                       org_y = random();
-                                       org_z = 0;
-                                       org = normalize(org);
-                                       traceline(e.origin, e.origin + org * 256, MOVE_NORMAL, e); // random direction
-                               }
+                               if(e.deadflag == DEAD_NO)
+                                       if(DIFF_TEAM(e, self))
+                                               RandomSelection_Add(e, 0, string_null, 1, 1);
+                       if(RandomSelection_chosen_ent)
+                               e = RandomSelection_chosen_ent;
+                       else
+                               e = self;
 
-                               org = findbetterlocation(trace_endpos, 12);
+                       pointparticles(particleeffectnum("rocket_explode"), e.origin, '0 0 0', 1);
+                       sound(e, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
+
+                       e2 = spawn();
+                       setorigin(e2, e.origin);
+                       RadiusDamage(e2, self, 1000, 0, 128, world, 500, DEATH_CHEAT, e);
+                       remove(e2);
 
-                               e2 = spawn();
-                               setorigin(e2, org);
-                               pointparticles(particleeffectnum("rocket_explode"), org, '0 0 0', 1);
-                               sound(e2, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
-                               RadiusDamage(e2, e, 1000, 0, 128, e, 500, DEATH_CHEAT, world);
-                               remove(e2);
-                       }
                        print("404 Sportsmanship not found.\n");
                        DID_CHEAT();
                        break;
@@ -682,12 +673,52 @@ float CheatCommand(float argc)
                        if(GiveItems(self, 1, argc))
                                DID_CHEAT();
                        break;
+               case "usetarget":
+                       IS_CHEAT(0, argc, 0);
+                       e = self;
+                       self = spawn();
+                       self.target = argv(1);
+                       activator = e;
+                       SUB_UseTargets();
+                       remove(self);
+                       self = e;
+                       DID_CHEAT();
+                       break;
+               case "killtarget":
+                       IS_CHEAT(0, argc, 0);
+                       e = self;
+                       self = spawn();
+                       self.killtarget = argv(1);
+                       activator = e;
+                       SUB_UseTargets();
+                       remove(self);
+                       self = e;
+                       DID_CHEAT();
+                       break;
+               case "teleporttotarget":
+                       IS_CHEAT(0, argc, 0);
+                       e = self;
+                       self = spawn();
+                       setorigin(self, self.origin);
+                       self.classname = "cheattriggerteleport";
+                       self.target = argv(1);
+                       teleport_findtarget();
+                       if(!wasfreed(self))
+                       {
+                               Simple_TeleportPlayer(self, e);
+                               remove(self);
+                               self = e;
+                               DID_CHEAT();
+                       }
+                       else
+                               self = e;
+                       break;
        }
 
        END_CHEAT_FUNCTION();
 }
 
-float Drag(entity e, float grab, float ischeat);
+float Drag(float force_allow_pick, float ischeat);
 void Drag_Begin(entity dragger, entity draggee, vector touchpoint);
 void Drag_Finish(entity dragger);
 float Drag_IsDraggable(entity draggee);
@@ -717,40 +748,11 @@ float CheatFrame()
                        {
                                // use cheat dragging if cheats are enabled
                                crosshair_trace_plusvisibletriggers(self);
-                               Drag(trace_ent, TRUE, TRUE);
+                               Drag(TRUE, TRUE);
                        }
                        else
                        {
-                               // drag is TRUE if the object can be picked up. While an object is being carried, the Drag() function
-                               // must execute for it either way, otherwise it would cause bugs if it went out of the player's trace.
-                               // This also makes sure that an object can only pe picked up if in range, but does not get dropped if
-                               // it goes out of range while slinging it around.
-
-                               float drag;
-                               crosshair_trace_plusvisibletriggers(self);
-                               drag = FALSE;
-                               if(vlen(self.origin - trace_ent.origin) <= autocvar_g_grab_range)
-                               {
-                                       switch(trace_ent.grab)
-                                       {
-                                               case 0: // can't grab
-                                                       break;
-                                               case 1: // owner can grab
-                                                       if(trace_ent.owner == self || trace_ent.realowner == self)
-                                                               drag = TRUE;
-                                                       break;
-                                               case 2: // owner and team mates can grab
-                                                       if(!IsDifferentTeam(trace_ent.owner, self) || !IsDifferentTeam(trace_ent.realowner, self) || trace_ent.team == self.team)
-                                                               drag = TRUE;
-                                                       break;
-                                               case 3: // anyone can grab
-                                                       drag = TRUE;
-                                                       break;
-                                               default:
-                                                       break;
-                                       }
-                               }
-                               Drag(trace_ent, drag, FALSE); // execute dragging
+                               Drag(FALSE, FALSE); // execute dragging
                        }
                        break;
        }
@@ -764,7 +766,7 @@ float CheatFrame()
 
 // ENTITY DRAGGING
 
-float Drag(entity e, float pick, float ischeat)
+float Drag(float force_allow_pick, float ischeat)
 {
        BEGIN_CHEAT_FUNCTION();
 
@@ -809,9 +811,42 @@ float Drag(entity e, float pick, float ischeat)
                        else
                        {
                                if(Drag_CanDrag(self))
-                                       if(self.BUTTON_DRAG && pick)
+                                       if(self.BUTTON_DRAG)
                                        {
-                                               if(e)
+                                               crosshair_trace_plusvisibletriggers(self);
+                                               entity e = trace_ent;
+                                               float pick = force_allow_pick;
+                                               if (e && !pick)
+                                               {
+                                                       // pick is TRUE if the object can be picked up. While an object is being carried, the Drag() function
+                                                       // must execute for it either way, otherwise it would cause bugs if it went out of the player's trace.
+                                                       // This also makes sure that an object can only pe picked up if in range, but does not get dropped if
+                                                       // it goes out of range while slinging it around.
+
+                                                       if(vlen(self.origin - e.origin) <= autocvar_g_grab_range)
+                                                       {
+                                                               switch(e.grab)
+                                                               {
+                                                                       case 0: // can't grab
+                                                                               break;
+                                                                       case 1: // owner can grab
+                                                                               if(e.owner == self || e.realowner == self)
+                                                                                       pick = TRUE;
+                                                                               break;
+                                                                       case 2: // owner and team mates can grab
+                                                                               if(SAME_TEAM(e.owner, self) || SAME_TEAM(e.realowner, self) || e.team == self.team)
+                                                                                       pick = TRUE;
+                                                                               break;
+                                                                       case 3: // anyone can grab
+                                                                               pick = TRUE;
+                                                                               break;
+                                                                       default:
+                                                                               break;
+                                                               }
+                                                       }
+                                               }
+                                               // Find e and pick
+                                               if(e && pick)
                                                        if(Drag_IsDraggable(e))
                                                        {
                                                                if(ischeat)
@@ -849,7 +884,7 @@ void Drag_Begin(entity dragger, entity draggee, vector touchpoint)
        draggee.draggravity = draggee.gravity;
        draggee.movetype = MOVETYPE_WALK;
        draggee.gravity = 0.00001;
-       draggee.flags &~= FL_ONGROUND;
+       draggee.flags &= ~FL_ONGROUND;
        draggee.draggedby = dragger;
 
        dragger.dragentity = draggee;
@@ -912,9 +947,9 @@ float Drag_IsDraggable(entity draggee)
                return FALSE;
 //     if(draggee.model == "")
 //             return FALSE;
-       if(draggee.classname == "spectator")
+       if(IS_SPEC(draggee))
                return FALSE;
-       if(draggee.classname == "observer")
+       if(IS_OBSERVER(draggee))
                return FALSE;
        if(draggee.classname == "exteriorweaponentity")
                return FALSE;
@@ -954,7 +989,7 @@ void Drag_Update(entity dragger)
        entity draggee;
 
        draggee = dragger.dragentity;
-       draggee.flags &~= FL_ONGROUND;
+       draggee.flags &= ~FL_ONGROUND;
 
        curorigin = gettaginfo(draggee, 0);
        curorigin = curorigin + v_forward * dragger.draglocalvector_x + v_right * dragger.draglocalvector_y + v_up * dragger.draglocalvector_z;
@@ -980,7 +1015,7 @@ void Drag_Update(entity dragger)
 
 float Drag_CanDrag(entity dragger)
 {
-       return (dragger.deadflag == DEAD_NO) || (dragger.classname == "player");
+       return (dragger.deadflag == DEAD_NO) || (IS_PLAYER(dragger));
 }
 
 float Drag_IsDragging(entity dragger)